#*stares at most recent nat 1 shenanigans*
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sea-and-storm ¡ 2 years ago
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FFXIV Write 2022 Prompt #15: Row
Cheaters never win, the old adage echoed within Ghoa’s mind.. along with a faint, stinging throb. Too bad the saying hadn’t occurred to her before the unfortunate string of events that had transpired all within the last two or three minutes. Not that she would have listened to it anyway, probably..
A race had been proposed, from the end of the docks at Costa del Sol to a rock upon the nearby sandbar. Of course, the intention of the proposal had been for the racers – Anchor, Shael, Nabi and herself – to take the route across the sand and then swim across in the final leg. But such specifics were never stated and, knowing full well how horrid of a chance she stood in any contest of physical prowess, that clever mind of hers had begun thinking of a way to exploit the loopholes.
Her strategy? As the others raced down the roundabout path across the beach, she would head in the opposite direction back across the dock to the closest jumping point between here and the finish line. It shortened the run and swim both, not that she was overly concerned about the latter. If there was one physical task that Ghoa could claim some skill at, it was swimming.
The run was still plenty long for her.. less than hardy endurance. But so, too, did she have an idea for that.
"You know? I'm feeling so confident that I think I might even give you lot a head start," she hummed as she hung back. "I can start from right here."
"Ya’ up tae somethin,” Shael answered as she fixed her with a rightfully doubtful look. “..but that be yer game."
"I'm just saying," the Mankhad answered innocently as she takes off the sunglasses perched atop her head, stuffing them into the waistband of her swim bottoms for security. "I was raised on the beaches and in the water. It's only fair, you know?"
"Ya sure showed that gurgling salt water that time.” Anchor’s retort saw her gaze narrow as she looked over in his direction.
“That was different,” she huffed defiantly. For one, they weren’t atop a wildly pitching ship tossed to and fro by storm-frenzied waves, but she didn’t press the point. It was doubtful neither he nor Shael would concede that point. Besides, she’d show them just how adept of a swimmer she was when she stood victorious upon that rock, looking down upon them in triumph.
As the others started forward towards the end of the dock where the starting line should have before, Ghoa primed herself to leap into action the moment the moment the word ‘Go!’ left Shael’s lips.
Off she was down the pier like a bolt of lightning, only to hit her first stumbling block early. Her sandal caught on an uneven board of the pier, snapping the thong and sending her pitching forward. Luckily, she was able to catch herself, but the mishap had certainly slowed her. But she would win. She had to win.
Pushing down the frantic burning of her lungs from the effort, Ghoa kept her eyes on the prize. Wait, what even was the prize? Maybe it was that thought that caused her focus to lapse as she reached the pier’s end. Or maybe it was the quick look back that told her she was in the lead as the others just reached wading depth in the shallows, filling her with overconfidence.
Whatever it was, it kept her from committing wholeheartedly to the graceful dive she had planned. Another misstep and the Mankhad found herself suddenly sliding without control across the slippery end of the dock and with a shocked squeal quickly drowned out by a splash, Ghoa bellyflopped into the sea. 
Well.. so much for winning.
Choking and sputtering as she surfaced, the bleary-eyed Xaela’s first instinct was to look around to see who had witnessed her embarrassment. Immediately, her eyes found those of a ferryman but a few fulm away, affixing her with a look that was equal parts concern and amusement with a healthy side of confusion atop it.
“You, er.. okay, miss..?” he managed as he leaned over the boat’s edge, offering a hand to pull her into the dinghy. Thank the gods he at least had the tact not to bust out laughing in her face, or else the Mankhad might have just lowered herself to the sea floor then and let the ocean take her right then.
“P-perfectly fine..” Ghoa managed with not a small dose of sarcasm as she paddled over and reached up to take the hand, using it to pull herself into the boat. Sort of. As if to only add further insult to injury, her foot slipped upon the edge and with another splash, back into the briny depths she went for a second helping of humble pie.
Finally, the Mankhad made it into the rowboat on her second attempt. By then, it was obvious that the ferryman was struggling not to laugh at what he had just witnessed, his cheeks as red from the effort as her entire front side was from the sting of meeting the water face-on. 
Yet he paddled on in merciful silence and Ghoa pulled her sunglasses from her waistband – half amazed that they hadn’t managed to go by the wayside much as he broken sandal – and slipped them onto her nose. As if that would hide her embarrassment once she disembarked..
“Don’t. Say. Anything,” she huffed as she reached the sandbar, still red-tinted and hair bedraggled. 
“The hells happened?” Anchor asked.
At least the others had been so consumed by competition that it would seem none had witnessed it. Only the ferryman and probably half of La Noscea besides once his shift was ended and he was able to recount the unfortunate encounter to much laughter later.
“Oh, um..” Nabi chimed in, tone suspiciously evasive. “Caught a bad wave, yes?”
Well, at least the only one amongst them who had witnessed the spectacular failure was Nabi, too sweet by half to acknowledge it. 
Before she could answer, another coughing and sputtering fit overtook her. As she straightened, her tone was sour. “I hate races,” she huffed unhelpfully. “This was a terrible idea.”
Yet for all their amusement at her expense as they crossed the beach in search of what she sorely hoped was a nearby bar, Ghoa had to admit there was a part of her – deep, deep down below the humiliation – that was thankful for a moment of shared levity. It was rare for the lot of them to steal moments like this together in peace rather than having to band together in the face of a common, dire foe.
But next time they had a moment of respite, Ghoa sure hoped that no one proposed anymore stupid races.
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unmasqued ¡ 3 years ago
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{ starter call.
Hello, hello! If you would like a starter with Gerome please drop the emoji (designated under the cut) into my comments! If you would just like a random starter, please like this post!
Prompts under the cut! Full descriptions are from the [MISSION BOARD] if you need references. ✨ Also if for whatever reason you might want to write the starter, I’ll be happy to defer to your judgement HAHAHA
But since your gear is drenched and your clothing unsalvageable, you decide to have a little ‘sparring’ in the rain. You smack the other umbrella with yours and grin. En garde! [Grants Sword +1] ☂ Claimed by Eirika!!
If it weren’t for the crest beast circling under the fishing vessel. The crew is skilled, but an extra pair of hands never hurt; you load the harpoon. [Grants Lance +1]  🐟 
Recently, graves in western Adrestia have been turning up empty shortly after they’ve been buried. It may be the work of some grave robbers looking to make gold, but villagers have been whispering about ghastly looking people shambling into the woods late at night. [Grants Axe +1] 💀 Claimed by Cece! Gerome and Petra stumble upon the graves of two starfish lovers
The carnival is in town! Nothing like a little truancy and fried treats of your choice to spend away an entire afternoon… And giant, stuffed plushes and shiny prizes catch your eye. “Play a game?” [Grants Bow +1] 🏹 Potentially claimed by N! i just want these boys to compete like hard headed idiots
A traveling cultural show has brought a troupe of dancers to the monastery. Specializing in a powerful yet elegant style, this dance combines elements of both art and gauntlet combat technique, and is said to have originated from the soldiers of House Bergliez. [Grants Gauntlet +1] 🕺 Claimed by Leon TORMOD LOOK AT THIS GUY’S MOVES
Magic isn’t real and anyone stupid enough to think it is is just another sheeple, so says a group of naysayers protesting outside of the church. [Grants Reason +1] 🧙‍♀️
With the Great Tree Moon in session, trees’ leaves have turned a pastel pink. A little ways out of monastery grounds lies a large tree pink with leaves and… ribbons? A petite merchant with a sack twice her size informs you these ribbons are people’s wishes and hopes tied to the trees ribbons. [Grants Faith +1] 🎀 Claimed by Nat!! Brigid and Gerome have a LOT to talk about
Teacher’s assistant positions have been opened up and are available to just about anyone willing to lend a hand. Try your hand at helping teach some of your fellow students—or get an inside opportunity to change you and your friends’ grades in the assignment logs. [Grants Authority +1] 🖊 Claimed by Av!! Morgan Gerome SHENANIGANS!!
The Brotherhood Of Ostentatious Mayhem, also known as BOOM, are testing some new projectiles that they swear are harmless and mostly just for show. But it’s hard when you’re staring down the business end of a cannon with nothing more than a misfitting set of armor. [Grants Heavy Armor +1] 💥
The Havers of Rideable, Sizeable Equestrians (also known as HORSE) have posted fliers around campus advertising a competition: whoever can dress up their horse (or other mount of their choosing) in the prettiest, most dashing accessories will win a grand prize—unknown for now. [Grants Riding +1] 🐴 Claimed by Darcy!! Dorte and Minerva get dolled up!
Most have never seen these animals before, but students from Nohr and Hoshido have been calling them “kinshi.” Apparently, these giant birds are common mounts back in Hoshido.  [Grants Flying +1] 🪁 Claimed by Jae - She just wants to call Gerome Shadow the Hedgehog and i’m just. i’m just. MAN
😀 For random starter! or just like the post
🐢 For me DMing you with plot ideas! (Plenty of thread ideas here)
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thechroniclesofdaraliss ¡ 7 years ago
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The Ten DM Commandments
For those of us that want to get into Role Playing Games (RPGs), but aren’t quite sure how, tabletops tend to be the best place to start. Worlds like Dungeons & Dragons, Mutants & Masterminds, and Shadowrun have inspired and captivated gamers for decades, and show no sign of letting up. In its contents, some of the most celebrated mediums of entertainment have been put to paper and given life to form new stories. Dungeons & Dragons was translated from Lord of the Rings, Mutants & Masterminds was born from the world of comic books, and Shadowrun was built on the foundation of science fiction. Regardless of type, DMing (or Dungeon Mastering) is a great way to build friendships and rediscover old passions. But of course, there’s a few things that need to be known prior to staring, as not every rulebook can teach you what you need to know in those first few days. Sometimes, experience is the best teacher. So I will impart my personal knowledge of what the craft, and hopefully it helps as you develop your own story.
1) THE IDEA: First off, be very aware of the world and scenario you are building. This acts as the core for how the campaign will run, and what can be expected on all sides, both DM (Dungeon Master) and PC (Player Character). Make the world as big and detailed as possible, but keep the focus tight and on the party as they explore the environment you’ve designed. This makes for a massive world that is always changing, and has plenty of variables to play with. Don’t be disappointed if the party doesn’t get to it all. The best campaigns always have something more to explore at the end of each session. • What is the current geopolitical climate? Who is in power in which nations, and how for do their borders go? How for does their influence go? • Which races have been imbued with the power of magic, or possess superhuman abilities? Is it common to have these powers, or are they an anomaly? • What is the recent history of the world? What is the history of the distant past? Does it have a large bearing on what is happening in campaign now? Why or why not?
2) TECHNICALITIES: If you’re having trouble with technical aspects of the game, SRD is a wonderful and free online resource that can help clarify a lot of trouble spots for characters and gameplay (look specifically for the type of game system you’re playing. SRD exists for several platforms: Dungeons & Dragons 3.5, Dungeons & Dragons 5e, Mutants & Masterminds, etc.). While it’s important to keep the idea in focus, it’s also essential that the rules be understood. Part of the fun arises from knowing what your limitations are, and finding ways to prevail despite them. • http://www.d20srd.org/ • http://www.d20herosrd.com/ 
3) THE PLAYERS: Meet with your PCs before the game starts. This gets a lot of questions out of the way, and gives you a chance for all to learn from experience. Be prepared to answer questions about your world, your scenario, and expectations for campaign. This sets the tone for your time as a group, and helps the rest of the game run more smoothly. You can form character stats, backstories, and even complex histories in pre-campaign meetings. Always respect each other’s ideas and ready for slight changes in your overall plans. The story is after all, about the Players (PCs), not about the DM (Dungeon Master). You may have crafted the world, but the PCs are the ones who will live in it. • A party of 3-6 is the safest number • Having a healthy diversity of classes and races helps go a long way • Specializing your skillset helps cover weaknesses, and encourages cooperation among players 
4) THE STRUCTURE: As the PCs begin exploring your brave new world, it’s important to realize that limitations can go a long way in establishing an interesting campaign. In addition to focusing on the party’s grand quest, have a handful of side quests and tertiary quests in your back pocket. This helps avoid railroading, helps pacing, and makes for a more diverse set of choices for your PCs, and PCs LOVE Choices. Furthermore, the main action of the story should be contained to a location, and maps and visuals help immensely. Having an ocean to the east can establish limits, and may also set up a plot boundary, saying that all of the action and excitement can be found on dry land (or perhaps a few islands, if they’re feeling particularly daring). • The party is trying to repel an invasion of their home nation, but they must possess six artifacts to make the resistance possible. And these artifacts are scattered across the world. • As a result of the king’s rulings, many fiefdoms and provinces have fallen under slavery. It is not the primary focus of campaign, but it can win you some allies, or help find a way to get past an obstacle. • There are several families that have lost their sons the war, and need some help running the family business. Farmers, apothecaries, and even minor nobles are asking for help wherever it may come from. It may not connect to campaign, or even be a side quest, but it can win you some small rewards such as a place to stay for the night, some coin for your journey, or the unveiling of a secret.
5) FAILINGS: As part of Role Playing Games (RPGs), you can do all the preparation in the world, and still come up short as a result of rolling a Nat 1 (Natural 1), or rolling low in general. It’s all part of the fun of playing a game that balances imagination, chance, and strategy. However, one should not roll for perfection or try to become all-powerful. Having a character that can fly to the antagonist’s castle and kill him instantly makes for a very dry campaign and also robs the party of the chance to explore the world as well as themselves. So when you encounter a low stat, or roll low in a fight, don’t think of it as a failure. In RPGs, there’s no such thing as failures, just experience. Think of it as an opportunity. Lower stats make more chances for role-playing, and low rolls in combat can lead to memorable and even hilarious results. And every DM will agree that a pack of misfits at mid-level are more interesting than all-powerful gods taking down dark villains without effort. • Having low strength means you’ll have to be quick on your feet, or quick of tongue. Was this a result of your background, and how does it affect the party? • Just because you weren’t handed everything growing up, does that rob your character of the chance to live a good life? Does this perhaps force them to struggle and fight to get where they are, and does this help them now? • Your character may not be the most approachable figure, but does the vicious barbarian or booking wizard have a card being kept close to the chest? Despite their proficiency, they may be keeping a detail of their past hidden. As a party, can you handle it, and does it make your bond stronger?
6) ROLE PLAYING: As your characters develop their dynamic, you’ll start to see that they’ll find patterns they’re accustomed to. The Fighter may swing their sword, the Wizard may use a handful of spells, or the Rogue may try to steal every object. It’s common for first-time or relatively new players to play a concept, instead of a character. As DM, encourage your PCs to step out of their comfort zones and play their character as a character, not a concept. Some players like to play a figure who is like them in many respects, and then they get to see how they interact in a world not their own. Or in some cases, a player may use a character different from them in every way. The only way they can find out by playing their character. Extended dialogue between players or NPCs (Non-player characters) is a great way to enhance the overall experience and can lead to surprising results. DMs can also reward their PCs by paying them in experience, in-game friendships and allies, or with information. • The shy Rogue must talk himself out of trouble when his shenanigans go too far. • The stoic Ranger who never misses a shot suddenly encounters a Golem, and her weapon of choice is of no use. Will she rely on her party for aid, or adopt a new strategy to save them all? • An NPC was found stealing food from the party. Is he a heartless thief, does he have a starving sister just upriver, or is he being manipulated? The only way to know is to ask. 
7) UNPACKING: As you explore the world of campaign, you will find the PCs will be asking numerous questions. As part of your responsibilities as DM, you’ll have to be prepared to answer all questions (although there’s no shame in not knowing if you’re put on the spot). They may ask the identity of NPCs, the significance of an ancient statue, or the history of a town. While it may seem like nitpicking at times, it’s a great opportunity to introduce a memorable character, introduce a new concept, or to show off some of the lore you’ve spun. Every time you encounter something new, be prepared to share succinct and relevant information as you unpack it. Also, don’t forget how experiences have affected characters, or how history can have an effect on current circumstances. In any scenario, never miss out on an opportunity to unpack what’s already there. It saves you time as DM to expand upon what’s there instead of making something entirely new, and it adds dimensions to the story like nothing else will. • You discover that the lone man on the road is a legendary swordsman. What is his name, what exploit made him famous, and who would want to help or harm him if he stays with the party? • You encounter an ancient statue that has been ravaged by pillagers, the elements, and time. Does the statue hold significance for your party members? Is the statue being guarded by an unseen force? Or is walking on this land considered punishable by death among the local residents? • The party comes upon a grand fishing village with a wealthy status that befits a large city. Is it the result of shady business practices? Who’s in charge, and how long has this town known such luxury?
8) EXPERIENCE OVER RULES: With so many rules running through each system, it’s easy to lose sight of what’s really important in the game. New players especially will refer to the rules to ensure everything is sound. But when it comes to DMing, it’s a delicate balance of upholding the rules and finding ways to make your vibrant world come through in a rigid set of rules. The best way to strike a compromise between the two is to build your world first, then apply the rules. With so many written rules for combat, interaction, and difficulty of dice rolling, even professionals and people who wrote the canonized rules can have trouble finding ways to apply them by virtue of how many there are. As DM, your job isn’t to be all-knowing, your job is to be aware of your world, and to apply the rules as needed. • You encounter a troll, and he is about to strike you down. You manage to fall just short of your roll (but his injuries also cause him to lose significant points). • You are being chased by a battalion of knights, and they search relentlessly for you. You hide yourself well among the brush, save for one member of the party, and three knights dismount looking for you. Two of the party succeed (but the one knight fails his search check and the remaining party member goes undetected). • You fight tooth and nail against a vicious creature from another world. It succeeds in dealing you terrible damage, but it is fangs get caught in the thick rock just behind you. (You can take this chance to deal it severe damage with your dagger while he’s vulnerable).
9) CONTRIBUTE & COMPROMISE: After the first few sessions, you’ll realize that players have an enormous amount of influence in how the story plays out. So as DM, you’re not writing the story like an author. An author writes based on their experience and desire alone. But a DM builds a structure, and the PCs alter it according to their interactions. Therefore, it becomes important for the DM to make suggestions, and for the PCs to ask questions. Amid these exchanges, you may have to add new scenarios or make room for interpretation. You will have to compromise. The best way to keep the dynamic healthy is to ensure that everyone’s voice is heard, and that everyone’s opinion is valued. If the PCs want to take up a side quest, respect that. If the PCs want to come at a situation in a new way, but supportive. Part of the fun for you as DM is that you don’t know exactly what’s going to happen. You give as much as you get as DM and PC, so give a lot and compromise a lot on both fronts. • As the PCs travel into a market, they hear rumors about the enemy seeking them out. Therefore, they take up an offer from the Thief Guild to be hidden until the heat dies down (Side Quest). • The party wants to see a dragon. You elect to follow up on some rumors where a dragon egg is on display. You either take up an errand for the nobility in exchange for the egg, or steal it of your own volition. The dragon is then met, but it remains on a power level equal or below the party. • The party ambushed amid a forest. The Ranger is out of arrows, and the Wizard is out of spells. The Fighter still has an axe, and wants to cut down trees to gain the upper hand.
10) RESPECT: There’s a culture of “crushing the PCs” in many Role Playing Games. While it can be fun to put your characters in hot water, or in near-death scenarios, ensure that it’s all in good taste and isn’t done for the sake of cruelty. This can be difficult. Abusing your omnipotence as DM can throw off a healthy dynamic among players, and can color someone’s opinion of the game. It’s rarely out of a sense of maliciousness that these issues arise. In some scenarios, it’s just a joke that’s gone too far. As DM, be very aware of who is getting the most attention, who is the most engaged the most, and who is more resistant to contribute. If needed, ask what is going on directly. If it’s an issue among the party, mention it after the session is over. This makes the time in campaign about campaign, and illustrates respect for your players. Sometimes a joke goes too far, and the player in question is too nervous to bring it up. If you confront this as DM, and do so in a courteous manner, it produces an atmosphere of trust. Without respect or trust, there is no party. Campaign should be, above all else, a safe place to play and have fun. If this isn’t the case, then something needs to change. So whether it’s a joke, overstepping a boundary, or a recurring problem, be sure to address it as soon as possible. Following this rule is paramount, and if it is done in combination with all the other rules above, you’re sure to have a campaign you’ll remember for years to come. • Joke around, but do so with respect • If the DM or a PC is having trouble with the rules, be understanding and patient • Give respect and trust, and you will receive it in return
With these ten guidelines, I hope that you’ve learned a great deal and will find joy in applying them to the games you play. Of course, this is only my interpretation of how to DM, and there is much you can learn from watching others, or doing it on your own. RPGs mean something different for everyone. If you ask 100 DMs what the game means to them, you’re likely to get 100 different answers. But in the end, it all comes down to what you give to it. In time, you will discover what DMing means to you, and even after years of practice, it can still surprise you. So without further ado, break out the soda and snacks, and let’s start DMing!
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